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General Category => Games => Topic started by: Gryzor on 07:59, 12 November 09

Title: Rick Dangerous 128+!!!!
Post by: Gryzor on 07:59, 12 November 09
I just cought this at Octoate's blog (http://www.octoate.de/wp/2009/11/11/rick-dangerous-128/): Fano, BDCiron and MacDeath are preparing an RD version tat will take advantage of the Plus' abilities, offering:


Aw, c'mon guys, and you couldn't have said something here? Can't wait... can I be a beta tester? I had finished this uncheated and it remains one of my fav games...
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 13:24, 12 November 09
That was first a test to see how it was possible to improve CPC+ games and to have an idea about how it should look.

Rick Dangerous was a good candidate as the CPC version was great but incomplete so i started with sample and HUD but i was not able to stop adding stuff until i reached the full 16bits like version  ;D

In fact , when looking xRick by Bigorno source code and data structures i noticed CPC version is very close to 16bits versions except for few points so levels are 99% identical to 16bits versions  ;)

Quote from: Gryzor on 07:59, 12 November 09I had finished this uncheated and it remains one of my fav games...
You get all my respect  ;D but full 16bits versions are more challenging  :o
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 14:02, 12 November 09
xRick is an excellent port I have to say... Btw, is the full source of the original released? How are all these (and yours!) ports made?

As for difficulty - I *may* have finished it on my STFM, too, but I can't say for sure... Is it the extra levels? It must be, because otherwise I remember that the layout was really the same...?

When you finish it we'll make something special for the front page :)
Title: Re: Rick Dangerous 128+!!!!
Post by: arnoldemu on 14:59, 12 November 09
Quote from: Gryzor on 07:59, 12 November 09
I just cought this at Octoate's blog (http://www.octoate.de/wp/2009/11/11/rick-dangerous-128/): Fano, BDCiron and MacDeath are preparing an RD version tat will take advantage of the Plus' abilities, offering:


  • the famous digitalised 'Whhhaaa' sample at 15Khz
  • Full levels from 16bits versions (special THX to bigorno)
  • Cutscenes with graphics from Amiga version
  • Musics from Atari ST version
  • New graphics
  • And some surprises...

Aw, c'mon guys, and you couldn't have said something here? Can't wait... can I be a beta tester? I had finished this uncheated and it remains one of my fav games...
You don't visit cpcrulez.free.fr ? It was mentioned on the forums. I don't understand French well, but I saw it there and thought cool.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 08:00, 13 November 09
No, I rarely visit the forums... but maybe I should start!
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 13:30, 13 November 09
Well seen Arnoldemu  ;) i posted a prototype @cpcrulez some time ago.

Quote from: Gryzor on 14:02, 12 November 09xRick is an excellent port I have to say... Btw, is the full source of the original released? How are all these (and yours!) ports made?
Yes, it is avaible at bigorno.net (http://www.bigorno.net/xrick/ (http://www.bigorno.net/xrick/)).Reverse enginering is the first step.xRick code has been written from it and ressources has been ripped.Rick128+ is just a patch on game funcs.
Title: Re: Rick Dangerous 128+!!!!
Post by: TFM on 23:16, 13 November 09
Hi,

On the picture on Octos page is looks like that RD 128+ uses the old sprites. So just a question, will it use normal sprites or Plus sprites (what would be way better :-)
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 08:05, 14 November 09
Is there a color number limitation in Plus sprites?
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 09:21, 14 November 09
Hi TFM , yes it uses the old soft sprites code.Hard sprites have been used for the new HUD.

Sprites colors are limited to 15 (1-15) in 4K (0-4095 or 0xRRGGBB) range.
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 16:30, 16 November 09
Hello there...

Well, I am the Re-design manager, sort of.

So of course it still use the codes with old soft sprites, but many (well, some) improuvments are being done concerning design.

It seem that the CPC sprites where ported in Mode0 wide pixels at the same time as the C64 version (most sprites but rick are Mode0 like, but as the C64 use only 3 colours per sprites, the CPC onbes where a bit...baclés ? screwed-up ?
Well, didn't get the work they deserved.

So I tryed to rework those a bit :

Re-attribution of colours, as Rick Old used only 14-15 colours in fact...
My version use 16 colours, with 15 colours also used by the sprites (and add the Extra HUD colours.

Also, I used the Plus palette.

As you know, CPC old lacked a proper Grey range.
Well, the new Rick shall get all the greys it deserves...

But I also tried to remains faithfull to the Old CPC flavour (maybe a bit too much, as would say BDC Iron...)

But my main goal was to separate the colours from the Bagrround and the forground even more.

Also the sprites lacked expression, and were so screwed up sometimes, I hope I managed to fix that enough.

So yep, it use soft sprites, and they are well coded.
Masked, and can be turned left-right so less sprites to get.

The main technic used by Fano was to add stuff thanx to the fact Rick used alsmot only 48Ko and loaded once.
With 128Ko Ram, and the possibility to load for each level, you get a lot of free space indeed.
But as you also know, the game sometimes go sluggishier/slowier.

Well, as a result, it cannot be that improoved too.

Soo extra features between levels, longer levels too because we can reload between levels.

But the core system concerning graphics and sprites managment is quite unchanged, because it was so good for a CPC game.

So no, no more than one kind of ennemies per level (as in 16 bit versions).

But complete levels and better designed sprites.

I didn't tried to get the same as on 16bit, I sttarted from the 8 bit Mode0 sprites (C64 and CPC) and modded them to get something...different and more expressive.

Hope you'll like it.


As I always say, I suck and fail at coding...
But Fano helped me a lot and the job is not finished yet.

It is the 3rd "serious" project I work for.

But, the other 2...well, they almost seem to go Vaporware, lol...



Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 20:14, 16 November 09
Quote from: MacDeath on 16:30, 16 November 09But as you also know, the game sometimes go sluggishier/slowier.
Using raster interrupts seems to reduce that.Counterpart, as DMA list feeding is done in real time , game has slowdowns when playing sample...


Quote from: MacDeath on 16:30, 16 November 09But, the other 2...well, they almost seem to go Vaporware, lol...
you're too impatient, that's all ;)
Everyone has his own dev speed , juste be patient and their respective projects will come.

Title: Re: Rick Dangerous 128+!!!!
Post by: TFM on 19:58, 18 November 09
Hi Guys!

Well, to rewrite a game is at least 50% of writing a game new. Maybe sometimes even 110% ;)

And if you want to run it with ("only") 128 KB its even harder!

I'm sure you all do a fantasic work! Keep on working on it!

Can only say, I'm really looking forward to see the final result!!!
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 20:27, 19 November 09
Thx TFM/FS , we are working hard on it ;)
Title: Re: Rick Dangerous 128+!!!!
Post by: ukmarkh on 15:18, 20 November 09
Quote from: fano on 20:27, 19 November 09
Thx TFM/FS , we are working hard on it ;)

Can we get a behind the scenes sneak peek?
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 16:39, 20 November 09
BDCIron is finishing loading page and its code , Macdeath is working to edit some tiles and sprites and i am preparing the work for the next project, euh i meant i am waiting for their respectives works to finalize the project.

The Goolus are an example of Macdeath's work , he made a nice work on them and they fit perfectly now :

(http://img340.imageshack.us/img340/2743/rick201109.th.png) (http://img340.imageshack.us/i/rick201109.png/)

I created some time ago a page on wiki and i'll attach disk to it when finished :
http://cpcwiki.eu/index.php/Rick_dangerous_128%2B (http://cpcwiki.eu/index.php/Rick_dangerous_128%2B)
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 23:36, 26 November 09
Have a look at the Wiki page to get the latest informations.


I hope you'll like my graphical addings.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 16:54, 28 November 09
Next project? WHAT NEXT PROJECT? :D

Can't wait for RD... :) WOuld it be possible to publish it somewhere? A real disk?
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 09:22, 29 November 09
I started to work on R-Type , i hacked half of my needs.I have another game one the idea with a unusual special feature but i'll say more when i'll be able to create a prototype  ;)

Quote from: Gryzor on 16:54, 28 November 09Can't wait for RD... :) WOuld it be possible to publish it somewhere? A real disk?
good question , i don't know who could create package and distibute it.Actually this a bit too much work for me.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 11:24, 29 November 09
But it wouldn' tbe your work... there are a few set ups that publish retro games, maybe we should contact them?
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 11:50, 29 November 09
Quote from: Gryzor on 11:24, 29 November 09there are a few set ups that publish retro games, maybe we should contact them?
That would be great , i'd have to ask other members of the team but i think they would be ok.

What about are legal issues as original game right belongs to Core and Firebird , i remember spoutnick team had problems about this when making RD3.
Since it stays free , it can be considered as fan art and there is a tolerance but what about a selling disk that contains original code and gfx of original Rick.

more news : i finished to use a bit of courage to write my own FDC code so , not only you'll have high score but they will be saved on disk and visible on CATalogue (that's not as good and complex as CAT's Art visible at Sylvestre site but it is fun)

ingame :

(http://img197.imageshack.us/img197/9839/hiscore.th.png) (http://img197.imageshack.us/i/hiscore.png/)

catalogue :

(http://img197.imageshack.us/img197/8456/hiscorecat.th.png) (http://img197.imageshack.us/i/hiscorecat.png/)

I am hunting lastest bugs on my CPC+ but this poor thing have a contact problem with alimentation plug ans that seems to cause random bugs , i'll need to change it.
Title: Re: Rick Dangerous 128+!!!!
Post by: Devilmarkus on 12:54, 29 November 09
The imageshack screens don't work well :(
I will attach your files here...

(Click on Additional Options, there you can attach files)
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 13:30, 29 November 09
thx Markus ;)
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 18:50, 02 December 09
Wow, the cat idea is awesome :D

As for legal issues... I think you're right :( I'm sure that with Core, the RD IP belongs to someone... :(
Title: Re: Rick Dangerous 128+!!!!
Post by: Cpcmaniaco on 10:54, 03 December 09
Perhaps you can do it like Codemaster company and change the name to : "Rick Dangerous 128+ SIMULATOR".
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 18:20, 03 December 09
HAHAHA! That was a gooooood one :D
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 19:41, 09 December 09
So , there is finally a release date : december 24th 2009
Title: Re: Rick Dangerous 128+!!!!
Post by: Nich on 22:09, 09 December 09
Quote from: fano on 19:41, 09 December 09
So , there is finally a release date : december 24th 2009
Great - that'll be a nice Christmas present for everyone on this forum! :D
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 09:44, 10 December 09
Indeed it will! Xmas morning playing a new Rick... brings tears of nostalgia =)
Title: Re: Rick Dangerous 128+!!!!
Post by: DARKGATE on 19:19, 10 December 09
 :o  :o  rick dangerous 128+ for christmas?
;D ;D ehm a cassette version?

I have a AMSTRAD CPC 464 and 464 PLUS.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 15:58, 11 December 09
In my mind, Plus and tape are not compatible... :D
Title: Re: Rick Dangerous 128+!!!!
Post by: arnoldemu on 16:57, 11 December 09
Quote from: DARKGATE on 19:19, 10 December 09
:o  :o  rick dangerous 128+ for christmas?
;D ;D ehm a cassette version?

I have a AMSTRAD CPC 464 and 464 PLUS.
It is a 128k game. 464+ only has 64k.. or do you have ram expansion?
But I think this game is made for 128K and disc.
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 20:10, 11 December 09
Quote from: DARKGATE on 19:19, 10 December 09I have a AMSTRAD CPC 464 and 464 PLUS.
Srry m8 , this is only a version for 128K and disk plus machine.

I just hope i'll be able to make cartridge in the future (maybe 2010 if money allows that) as i would like to make something for the full + range (464+,6128+ and GX4000) , i just own a 6128+ actually but i am interested to acquire a GX4000 and a 464+ too.
Title: Re: Rick Dangerous 128+!!!!
Post by: mr_lou on 10:22, 12 December 09
So it should run on a CPC464 with 64k ram expansion?  :)
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 11:03, 12 December 09
Quote from: mr_lou on 10:22, 12 December 09
So it should run on a CPC464 with 64k ram expansion?
As long the machine owns a FDC because i do not use firmware reading/writting disk code.
Title: Re: Rick Dangerous 128+!!!!
Post by: TFM on 18:12, 14 December 09
Quote from: DARKGATE on 19:19, 10 December 09
:o  :o  rick dangerous 128+ for christmas?
;D ;D ehm a cassette version?

I have a AMSTRAD CPC 464 and 464 PLUS.

YOU ... SHOULD ... HAVE ... BOUGHT ... A ... SQUIRREL ......... instead. Or get a 6128 from Ebay, they're cheap!

(first six words cited from a that movie)

Title: Re: Rick Dangerous 128+!!!!
Post by: Devilmarkus on 20:32, 14 December 09
Quote from: TFM/FS on 18:12, 14 December 09
Or get a 6128 from Ebay, they're cheap!

I also want a CPC6128+ (cheap) from Ebay!!! :(
Title: Re: Rick Dangerous 128+!!!!
Post by: ukmarkh on 15:34, 15 December 09
Quote from: Devilmarkus on 20:32, 14 December 09
I also want a CPC6128+ (cheap) from Ebay!!! :(

Cheap and from ebay... lol
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 01:18, 16 December 09
I managed to get a fully equipped 6128+ AND a cpc464(old) with green screen and ptv adaptator MP-2 for only 20€uros, I just had to travel 120km by car...

BTW, you can turn a 464+ into a 4128 quite easily...
err...well not that easily.

Let's say if you are good at soldering chips, and if you find the proper Ram chips...
then the slots are already on the mainboard.

The same with a Disc interface...
The hardest part is to find the proper components, but the Mainboard already has all "holes".

I have to turn on of my 6128+ so it can have a proper Cassette jack.


Ir would be great if some one could produce a good how-to on this matter :
--list of proper components.
--how to do it properly.


That's so fun, 6128 can only get external  Discs and 464 only external tapes...
This should be reversed...as nobody had 2 disc drives or 2 Cassette drives...

What were they thinking ?

6128+is really a kool machine.
you can easily put a proper 3"1/2 disc drive in place of the existing 3"...

The only shit is about the lack of tape port...this would allows CD games.

Anyway, does this work with a 464+ and Disc Drive and +64Ko Ram ?

Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 22:55, 20 December 09
Just a little up.

I have the delicate mission to upload Rick 128+ on the 24th...

yea, it's me the father santa klaus...

but I need some information.

Can I upload a .dsk on the CPCwiki ? how does it work ?

I wouldn't like to screw your Xmas with a lack of uploading skill...
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 23:09, 20 December 09
Srry m8 , i forgot to send you reply about this , use "upload file" or "téléverser un fichier" (left panel , down ) and add "[[File:filename without path]]" syntax in wiki text.

I'd like to do myself but i'll be in my family from tommorow.
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 13:39, 21 December 09
Well, i may be in my family too but my father do have the internet (I hope) so I may tax his PC a bit to do it at midnight..

Hohohoho.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 16:01, 22 December 09
If you want I can upload the dsk image myself, don't worry about it.

As far as 6128 Plus goes on eBay, last time I checked it was over the £100 mark... Quite expensive. The french, AZERTY version is usually cheaper, if you can leave with the keyboard...

But! A 6128 Plus, plus a greek 464 plus MP2 for £20? Dear gods, it must be Xmas over there :D
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 08:19, 23 December 09
Well, I live with azerty keyboards and i'm well with it...
Of course the lack of greek letters may be somewhat...well...
Are there a lot of still aktiv Amstrad users in Greece ?
did they build such keyboards for Amstrad plus ?


I don't know if I send Rick128+ to you, it may leak out. ;D
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 10:37, 23 December 09
You can send it to him MacDeath , Gryzor was our secret beta tester :-X and pointed out some interesting things  ;)

Quote from: Gryzor on 16:01, 22 December 09As far as 6128 Plus goes on eBay, last time I checked it was over the £100 mark... Quite expensive.
:o expensive is not the word... ...For sure, here you can find one for 20Euros without postage fee.
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 10:49, 24 December 09
QuoteFor sure, here you can find one for 20Euros without postage fee.
Amstrad 8 bit computers are easier to find in France.
But as you said, postage fee can dramatically upraise the final price.

Yet 6128+ is such a sweet machine.
The only problem is the lack of Tape-In Port slot.

Would it be possible to get a Howto on the matter ?

How to install Hardware tape drive port on a 6128+ ?
without cannibalizing a 464+ of course.


Ok, i sent Rick 128+ final to Gryzor.

Funny, his name sounds like a montage of a Greek God and a Fetas brand... ::)
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 11:16, 24 December 09
That's not nice  ;D

Yours sounds like a famous french strawberry and mine like a famous spicy sausage  ;D

Happy Rick time !

http://cpcwiki.eu/index.php/Rick_dangerous_128%2B (http://cpcwiki.eu/index.php/Rick_dangerous_128%2B)
Title: Re: Rick Dangerous 128+!!!!
Post by: viddi on 12:32, 24 December 09
Yippiee!  Thank you very much for this awesome Xmas present!!

:D
Title: Re: Rick Dangerous 128+!!!!
Post by: Octoate on 14:09, 24 December 09
Great to see the release of your work and I already posted the news in my blog. Hopefully I will get some time during the next days to play it intensivly :).
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 19:23, 24 December 09
Targhan reported me problems w/  B drive (and expansion ROMs i suspect). If you experiment this problem, you may try to do "POKE (&A702),1" before launching game.
Title: Re: Rick Dangerous 128+!!!!
Post by: Devilmarkus on 14:24, 26 December 09
Great work!
I just found the time to play it.
Funny: The cheat options in config menu... Are they wanted?!?  :D
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 19:33, 26 December 09
Quote from: Devilmarkus on 14:24, 26 December 09
Funny: The cheat options in config menu... Are they wanted?!?
More, they are needed , we are getting too old to play games with this demential difficulty  ;D
Title: Re: Rick Dangerous 128+!!!!
Post by: Devilmarkus on 19:49, 26 December 09
Quote from: fano on 19:33, 26 December 09
More, they are needed , we are getting too old to play games with this demential difficulty  ;D

-we + you  :P
Title: Re: Rick Dangerous 128+!!!!
Post by: voXfReaX on 22:13, 26 December 09
Hello there!

I have tried Rick+ the previous days... Just wanna say a huge Congratulations to all people involved (even though i know that one of them was Iron :))!

Best thing according to me: The expanded levels :)

Thank you so much people for all that joy during this Christmas!

we speak,
voxfreax
Title: Re: Rick Dangerous 128+!!!!
Post by: TFM on 08:24, 29 December 09
Real cool game for the CPC Plus! You all did a great job! Thanks for the X-mas present!!!
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 11:16, 01 January 10
Great ! i am happy you like it , i'll post a little fix for B drive and keyboard layout (for lefty players)
Title: Re: Rick Dangerous 128+!!!!
Post by: Cholo on 20:40, 02 January 10
Damn, I forgot how hard this game is  ;D

Oh, and congratulations on making a great version too. Really gotten a boost there  8)
Title: Re: Rick Dangerous 128+!!!!
Post by: redbox on 01:30, 04 January 10
Wow.

I waited to play it on my real 6128+ and I'm glad I did.  :)

My C64 obsessed friend even said "those graphics are good"...!

I'd forgotten how hard it is too though. <joke>The collision detection must be dodgy or something.</joke>

The only annoyance is having to get off the sofa to press F1 to play again instead of pressing the A/B button on my plus paddle.  ::)
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 09:53, 04 January 10
Perfect game for a sloooooooooow (I'm the only one in my department here) day at the office!!! Yay!

As far as difficulty goes: you pussies!

Ok, I couldn't finish it all in one go, but each level by itself, most certainly so, as with the original. Memorize, memorize, memorize!

@redbox: so you're playing it on the tv? Sucks :D

Once again: fantastic remake... thanks so much, sigh!
Title: Re: Rick Dangerous 128+!!!!
Post by: redbox on 12:23, 04 January 10
Quote from: Gryzor on 09:53, 04 January 10
@redbox: so you're playing it on the tv? Sucks :D

Nooooooooooooooooo!

I used my Plus monitor of course. It sits on the coffee table in the middle of the room so the paddle lead is still long enough to reach the sofa.

I waited to play it on the real 6128+ so I wouldn't ruin it using a LCD TV  :D

I need to get a life...
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 06:47, 05 January 10
QuoteMy C64 obsessed friend even said "those graphics are good"...!
Pro tip : the graphics were allready good and could have been better if only less sprites ported from C64...

Yet having a decent amount of greys on PLUS enhances this greatly.

Now I hope we'll manage to get a R-type to shut thoses speccyst mouth and open their eyes.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 15:00, 05 January 10
Quote from: MacDeath on 06:47, 05 January 10

Now I hope we'll manage to get a R-type to shut thoses speccyst mouth and open their eyes.

Yes, yes, YES! OOOOOH MAN THERE IS A GOD....
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 15:57, 05 January 10
lol Gryzor let me finish to understand the game code before  ::)

Does someone know a bit Spectrum hardware here ?

Quote from: redbox on 01:30, 04 January 10The only annoyance is having to get off the sofa to press F1 to play again instead of pressing the A/B button on my plus paddle.  ::)
I'll add this ;)
Title: Re: Rick Dangerous 128+!!!!
Post by: ukmarkh on 22:09, 07 January 10
R-Type? If we could have an exact copy of the Speccy port that'd make my day, anything more would give me a heart attack.
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 22:25, 07 January 10
QuoteR-Type? If we could have an exact copy of the Speccy port that'd make my day, anything more would give me a heart attack.
???
We already have a speccy port.

Did you meant : something as good as the real speccy version", well...

Basically it will remains the same game (just like rick dangerous128+ was the same game in fact...)

We just wish to improove slightly the graphics (= displaying more than 2 colours per characters, and displaying more than 2 colours for the level tiles too.

Also I hope that with no starfield it may be faster too.

Let's just say our goal is to get a version not worst than it is. ;)
Title: Re: Rick Dangerous 128+!!!!
Post by: ukmarkh on 22:42, 07 January 10
Yep... the Speccy port is perfect for an 8-bit, speed is good, scrolling is great and colours are used to good effect. The Amstrad version is ok, but hardly pushing the hardware as seen in the Speccy version. Yes, the Amstrad may be a port of the Speccy game, but thats where it ends as the Speccy version is miles better. 
Title: Re: Rick Dangerous 128+!!!!
Post by: Cholo on 00:36, 08 January 10
This video shows some of it:
http://www.youtube.com/watch?v=vVEfqhc-gq0

Speccy version is actually a lot faster and more colourfull than the amstrad version (kinda odd for a spec port). Then again the c64 version dosnt really look like the arcade version at all.
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 06:37, 08 January 10
Quote from: ukmarkh on 22:09, 07 January 10
R-Type? If we could have an exact copy of the Speccy port that'd make my day, anything more would give me a heart attack.
Call your doctor  ;D
Except i think we'll not get the speed as Spectrum version.

Sadly R-Type is an awfull straight speccy port  :'(

The original speccy code seems untouched and instead of having a spectrum hardware , we have some code to emulate this hardware.This is not an image , speccy hardware behaviour is really emulated  :o
For example , when rendering an objet , the 1bit graphics are previously copied into pixel buffer (like spectrum) but CPC have to convert it to 2bits and to copy to screen buffer (that speccy hardware does)

This is a miracle it is not slower  :(
Counter part , it shows the power of the CPC as it emulates Speccy to run this game  :P

Actualy the bottleneck is the scrolling code.It is clever and will be very difficult to replace for 4 colors :-\

You can fin more details about the game code here : http://cpcwiki.eu/index.php/Talk:R-Type (http://cpcwiki.eu/index.php/Talk:R-Type)
Title: Re: Rick Dangerous 128+!!!!
Post by: Xyphoe on 14:36, 08 January 10
Hi! VERY well done and thank you to the team behind RD128!!! Marvellous work  ;D ;D ;D

I've put up a YouTube video of it today -

http://www.youtube.com/watch?v=lME6q6pV7Xs
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 18:21, 08 January 10
Great video that shows very well our work , thank a lot !
I am going to try to add it on the wiki  ;D
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 08:19, 09 January 10
Lovely video indeed! Would be even better if you ran the two versions side by side for comparison - maybe keep it in mind for future projects? :)
Title: Re: Rick Dangerous 128+!!!!
Post by: Xyphoe on 12:47, 09 January 10
Quote from: Gryzor on 08:19, 09 January 10
Lovely video indeed! Would be even better if you ran the two versions side by side for comparison - maybe keep it in mind for future projects? :)

Thank you :) Well I did put the original Rick Dangerous at the end of the video, but I don't have the software to put videos side-by-side as I'm only using Windows Movie Maker :(

However I believe Axelino is going to do a full long play video to the end for this game :)
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 16:23, 09 January 10
Thx.

Axelino did a 4 part longplay too.

@Xyphoes :
Yet your video is of a somewhat better quality : you have no sound delay, better colours and so on.

But to be honnest, you play very bad ! ;D

I put all those on the Wikipage.


Thx to all of you, it was a pleasure to troll you on Youtube too.

QuoteWould be even better if you ran the two versions side by side for comparison
Have you heard of multitasking on window ? just open 2 video wibndows and put aside of each other...lol.
Title: Re: Rick Dangerous 128+!!!!
Post by: Xyphoe on 16:55, 09 January 10
Quote from: MacDeath on 16:23, 09 January 10
Thx.

Axelino did a 4 part longplay too.

@Xyphoes :
Yet your video is of a somewhat better quality : you have no sound delay, better colours and so on.

But to be honnest, you play very bad ! ;D

I put all those on the Wikipage.


Thx to all of you, it was a pleasure to troll you on Youtube too.
Have you heard of multitasking on window ? just open 2 video wibndows and put aside of each other...lol.

Hehe yea - I've never really played RD1 much, I'm not so bad with RD2 though but it's not the game here! Well done Axelino!


Sound delay ... this seems to be still a problem with WinApe, it's been talked about before and the latest release (which was 2008) improved on this, however it still happens nearly every time for me. What I have to do to fix this is make a copy of the audio channel and paste this as a music overlay in WMM, then move it slightly to match up each time from where it goes wrong. However sometimes it results in 'pops' and 'clicks' when it starts  :o

Sound quality ... another bug in WinApe is that the audio it records as part of the AVI file is FAR too loud, if you analyse the waveform its completely peaking all the way through(!!) hence the clipping and distortion you might hear if untreated. Easy enough to fix, just reduce the volume of the audio channel in WMM before making the movie file!

Hopefully Richard can reduce these problems in the next WinApe release :)
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 14:52, 10 January 10
V1.1 is out.It fixes B drive problem , add lefty keyboard layout  (arrows + copy) and quickstart with paddle.

http://cpcwiki.eu/imgs/4/4f/Rick1_1.DSK (http://cpcwiki.eu/imgs/4/4f/Rick1_1.DSK)
Title: Re: Rick Dangerous 128+!!!!
Post by: redbox on 18:08, 10 January 10
Quote from: fano on 14:52, 10 January 10
quickstart with paddle.

Thank you!  :)
Title: Re: Rick Dangerous 128+!!!!
Post by: Cholo on 18:42, 10 January 10
Quote from: fano on 06:37, 08 January 10
Sadly R-Type is an awfull straight speccy port  :'(

The original speccy code seems untouched and instead of having a spectrum hardware , we have some code to emulate this hardware.This is not an image , speccy hardware behaviour is really emulated  :o
For example , when rendering an objet , the 1bit graphics are previously copied into pixel buffer (like spectrum) but CPC have to convert it to 2bits and to copy to screen buffer (that speccy hardware does)

This is a miracle it is not slower  :(
Counter part , it shows the power of the CPC as it emulates Speccy to run this game  :P
That is impressive. I always sought that when making a speccy port, they would convert everything (gfx, sprites, audio) first to amstrad standards and then had to rewrite the "game script" to amstrad codes/format. Indeed isnt odd that the game runs that slow then having to do all the converting on the spot.

Feels a bit like a wasted opportunity. Today it dosnt really matter as we have many speccy emulators, but what if there had been some official "speccy emulator"-devkit back in the day? I know we didnt really like the speccy ports back then, but it would have made the whole scene different. There are so many spec games that never saw a amstrad release (port or not) .. had there been a "kit" of some sort they could have made the whole business larger for both spec and amstrad.

I know i know .. it really wouldnt have worked back then. Today we are all about open source and everyone knows everything because of the net. But back then it was all about being protective of everything.
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 20:02, 10 January 10
I think they were more working using cross devellopement.A team can work on a spectrum version that is the bigger market for UK and they used someone ( Keith A GOODYER here , he made a great job anyway ) to adapt the game to CPC as the processor target is the same so major part of the code had not to be rewritten.

There is another awfull thing i noticed about R-Type  , there is a big hole in the middle of the memory from #4000 to #5800 (yes, 6K on 64K machine , it's huge).This memory seems unused , maybe that is used on Speccy but here , it seems not.I'll ask about memory mapping for this zone at world of spectrum.

Counter part, a pure CPC version would need more work (and less money for software makers) and some things would be stripped in a 64K version (not sure if you count the '6K hole').
Title: Re: Rick Dangerous 128+!!!!
Post by: MacDeath on 07:22, 11 January 10
Strange.

Because Video Ram on the Speccy is...6Ko...

they emulated it and yet even didn't used it's video ram ?

palmface.jpg


Another detail : the drone/shield module : it doesn't respond well on CPC while work a bit better on Speccy.
It is that the faster process allows a better management or is it simply that it wasn't well implemented ?

Yet it may be a good new. 6Ko free mayu be well used.

er....It may have been the intro page ?
Amstrad's one was clearly ported from the Speccy yet use Mode0.
so of course it do not emulate Speccy.
But on speccy such screen may be of 6Ko size...
So they removed it, put a big Mode0 screen and put it elsewhere because 16Ko don't fit in 6Ko...sort of.

On the other hand, they really could have ported a bit more from c64 for this.
Title: Re: Rick Dangerous 128+!!!!
Post by: arnoldemu on 10:54, 11 January 10
Quote from: fano on 20:02, 10 January 10
I think they were more working using cross devellopement.A team can work on a spectrum version that is the bigger market for UK and they used someone ( Keith A GOODYER here , he made a great job anyway ) to adapt the game to CPC as the processor target is the same so major part of the code had not to be rewritten.

There is another awfull thing i noticed about R-Type  , there is a big hole in the middle of the memory from #4000 to #5800 (yes, 6K on 64K machine , it's huge).This memory seems unused , maybe that is used on Speccy but here , it seems not.I'll ask about memory mapping for this zone at world of spectrum.

Counter part, a pure CPC version would need more work (and less money for software makers) and some things would be stripped in a 64K version (not sure if you count the '6K hole').
#4000-#5800 is the location of speccy screen ram.
#5800... is the speccy colour attribute block
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 12:51, 11 January 10
Quote from: arnoldemu on 10:54, 11 January 10
#4000-#5800 is the location of speccy screen ram.
#5800... is the speccy colour attribute block
Thx Kevin ! were missing elements for my theory  ;)
Title: Re: Rick Dangerous 128+!!!!
Post by: ervin on 01:39, 12 January 10
Hi all.

I'm having a lot of trouble getting Rick Dangerous 128+ to run.
I'm able to load Executioner's fabulous version of Frogger for the plus machines, and Robocop 2 runs fine. But Rick+ gives me this:

(http://img199.imageshack.us/img199/3761/rickplusproblem.png)

Can anyone help?
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 04:25, 12 January 10
Hello !

Very simple, check 'Plus PPI' emulation.
The program uses the PPI bug to check if the machine is a +
Title: Re: Rick Dangerous 128+!!!!
Post by: ervin on 05:39, 12 January 10
Fantastic! It works!
Thanks for your help.

Now I can finally check out your excellent work.
Title: Re: Rick Dangerous 128+!!!!
Post by: Gryzor on 12:44, 18 January 10
Quote from: ervin on 05:39, 12 January 10
Fantastic! It works!
Thanks for your help.

Now I can finally check out your excellent work.


...and it is indeed. I guarantee you'll have much fun :)
Title: Re: Rick Dangerous 128+!!!!
Post by: fano on 09:33, 22 April 10
Just a question for people who played it on a real Plus or on Winape.Random crashes have been reported , Did you experiment that (typically the game stays freezed) ? please precise target in this case (CPC+ or Winape) and if you've been able to reproduce them.
Title: Re: Rick Dangerous 128+!!!!
Post by: TFM on 17:43, 22 April 10
Quote from: fano on 09:33, 22 April 10
Just a question for people who played it on a real Plus or on Winape.Random crashes have been reported , Did you experiment that (typically the game stays freezed) ? please precise target in this case (CPC+ or Winape) and if you've been able to reproduce them.

Had NO crash up to now with WinApe, but must play more often ;-)
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